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Old 09 Nov 2006, 23:31   #8 (permalink)
MalVeauX
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Join Date: Feb 2005
Location: Alachua, Florida
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Default Re: Tau vs Fast moving Marines

Quote:
Originally Posted by Tyr
I am a recently new Tau Player. I live with a friend who collects space marines. Using several Traits (Blessed be the warriors and be swift as the wind. I think) His army mostly consists of units that move 12" or more. His typical army has 2 10 man squads of Assault Marines, 3 5 man units of Bikes, 3 Landspeeder tornado, Two chaplains with jump packs, a dreadnought and recently he picked up a whirlwind (this can hurt a bit, large blast S 5, AP 4)

So far I have managed to win the few games we have played but was wondering if there were any thoughts on possible tactics to use?
Heya,

The downfall of such an army is that he has significantly less firepower for skimmer removal. This is a huge advantage to you. Alternatively, his entire army is literally built to destroy infantry in assault. If you take lots of Fire Warriors on foot, you're simply inviting heavy losses. Assault is bad because while he's in assault, you cannot shoot him. And you will lose assault. Kroot on the other hand, are far more acceptable for this purpose, due to infiltration (to repel any infiltrators he has) and to simply be as cheap as possible and sit in cover and require him to assault you in cover if he wants the meat. Meanwhile, you're best bet is to mount up. Even the XV8 is in danger of a fast moving marine force. And if you think you're faster due to jet packs, think again. A chaplain on a bike will simply murder every XV8 on the board and you won't even be able to do anything about it. And he could even take two. However you say he has them in jump packs. This is also bad. They will be untargetable by you, and easily get in assault range and dominate you from then on. Multiple chaplains, assault marines and bikes should be a huge red flag saying "Don't take infantry!" Infantry is simply going to get you killed fast. Infantry can be useful still though--Kroot and Deathrains in particular will slow down specific elements. Kroot offer you an impassible line, that will surely die, but can possibly drag a few marines down with them for ultra cheap. Deathrains are simply good for killing bikes because they're going to typically have turbo-boost saves, making AP meaningless--that's where high strength (Str7) comes in handy for wounding on a 2+. More wounds equals more failed saves eventually. Death rains are also extremely cheap for what they do, so if you do lose one to assault, your opponent wastes incredibly momentum to kill a single 2 wound battlesuit and will butcher it, leaving him open to be shot on your turn again (ie: he can't hide from shooting by assaulting small squads like this).

Your best friends:

Hammerhead with IonCannon and BurstCannons (Three of them if you wish).
Fire Warriors (minimal) in a Warfish (Devilfish with SMS). Perhaps one or two squads.
A few Kroot, 1 or 2 squads of 10. No more.
Monat Death Rains. Single serving suits.
Dakka Commanders, like the BurstCannon & CIB, or Missile Pod and Burst Cannon, or Plasma and CIB. Vectored thrusters is a plus.
Piranha are actually game breakers; they can kill enemy land speeders, move fast and end up scoring the objective while he assaults.

Quote:
I would say go with as many Firewarriors and Kroot as you can get. Usually assault marines would get with in 12" of you by turn 3. That means that for turn 1-2 you would probably get a 2 rounds of shooting before he can shoot you (bolt pistols are only 12" range). As a plus, when he does get within 12" range, you can rapid fire and fire twice as many shots. Statisticaly, that would kill 2-3 marines per turn (assuming you're using 12 man firewarrior squads). So by turn 3, you would have killed about 6 marines. Which is very good, because they are below half strength and not that hard to break. If he does get in CC with you, use kroot as the front lines. They are on par with assualt marines in every way except they lack an armour save. However, should easily wipe out a half strength assault mairne squad should they charge (assuming you're using 10+ man squads).
Assault Marines can be on top of the Fire Warriors and Kroot, easily by turn 2. There's only 24" between deployment zones. If the Assault Marines are front and center, they are moving straight at you, without even worrying about terrain ignoring it, and by turn two, can and may be 24" forward, with another 6" left for assault range. If your Fire Warriors are within 6" of the deployment edge, they're risked in assault (same with Kroot). Alternatively, all these Fire Warriors and Kroot are going to be dead or pinned, because he has a Whirlwind and multiple heavy bolters in his list. And they cannot even fire at the Chaplains, who will be assaulting and winning against all these infantry that you took, which will do minimal work against superior mobile assault units like this. They just don't do enough damage and are too much of a liability here. It's not as if he cannot shoot them down. And he can and will be in assault by turn two sometimes unless you're moving--and if you're moving, you're not shooting far with those Fire Warriors and Kroot.

Cheers!
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